GURPS Shadowrun: character generation

Roger Burton West
4 May 2009


Table of Contents

THIS IS A WORK IN PROGRESS!


1. Advantages

Cultural Familiarity: The most likely to show up in game are:

Others are:

Languages: to the normal list of human languages, add Sperethiel (Elven), Or'zet (Orkish), and Aztlaner Spanish.

Lingos: these specialised jargons and sub-languages are treated as Perks; one point conveys the same level of fluency as the speaker's Spoken level in the source language. Note that lingos are offshoots of their source languages and should be noted as such: for example, Cityspeak (Japanese) is not the same thing as Cityspeak (English).

Magery: see the magic section. In short, +30%.

Zeroed (B100): this is the normal status for Shadowrun characters. A SINner will simply lack this advantage; someone with a Criminal SIN has a Reputation -4 (Law Enforcers x1/2, All the Time x1) [-10].


2. Disadvantages

Wealth: Note that many characters will be Poor at best. Allowing characters to take most of their initial wealth allowance as gear is entirely in keeping with the spirit of the setting.


3. Templates

Ork

42 points

Attribute Modifiers: ST +2 [20]; HT +3 [30].

Advantages: Night Vision 5 [5]; Teeth (Sharp Teeth) [1].

Disadvantages: Appearance (Unattractive) [-4]; Short Lifespan 1 [-10].

Dwarf

47 points

Attribute Modifiers: ST +1 [10]; HT +1 [10].

Secondary Characteristic Modifiers: SM -1; Will +1 [5].

Advantages: Extended Lifespan 1 [2]; Infravision (switchable) [10]; Resistant (Disease, +3) [5]; Resistant (Poison, +3) [5].

Elf

37 points

Attribute Modifiers: DX +1 [20].

Advantages: Appearance (Handsome/Beautiful) [8]; Extended Lifespan 2 [4]; Night Vision 5 [5].

Troll

83 points

Attribute Modifiers: ST +4 [36]; HT +4 [40].

Secondary Characteristic Modifiers: SM +1.

Advantages: Damage Resistance (Tough Skin, 1) [3]; Infravision (switchable) [10]; Teeth (Fangs) [2].

Disadvantages: Appearance (Ugly) [-8].

Note that ST is bought at a 10% discount doe to SM.